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Author Topic: Urist and the Imaginary Beehive  (Read 615 times)

Dwarfler

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Urist and the Imaginary Beehive
« on: March 08, 2012, 04:33:23 pm »

Sounds like a dwarf children's book.  But anyway.. so despite (or perhaps because of) it being moderately useless, I have taken an immediate shine to the fledgling beekeeping industry.  I am experiencing one major glitch, however, and haven't seen it posted about elsewhere.  Let's see if anyone can shed some light:

I have a sprawling underground fortress accessed through a sizable but modestly-built aboveground "castle", defended by a moat and drawbridges, which is open to the sunlight (deplorable, I know).  I have ~30 beehives in this outdoor area, and yes, only one beekeeper.  About half of the hives are set to gather products and the other half are not.  Theory being, of course, the harvested hives can be replenished as needed by the "breeding" hives.  In spite of this, my beekeeper seems to jump on any opportunity to venture outside the castle to obtain wild bee colonies for our hives.  I lost three or four beekeepers to sieges and ambushes before I realized there was something else at work.  The beekeeper will take the "Install Colony in Hive" job and head out into the wilderness.  However, he always heads to the exact same spot - one particular tile which is adjacent to a map-edge tile and has no wild colony anywhere in sight - and park there.  He will steadfastly remain there with his "Install Colony in Hive" task active, even as he gets hungry and thirsty and so on, until something gruesome shows up and kills him (or I spot him and cancel the job from the task manager).  Not only this, but even when the castle is on lockdown (drawbridges up) he will get the same wild hair and spam my announcements log with messages about how he can't get reach the hive he wants, even when he is standing right next to "breeding" hives that are ready to split.  Any ideas on how to correct this, or insight into the problem (other than "beekeeping is bugged")?  Should I bug-report this?
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Why do I like Dwarf Fortress so much?  It's hard to learn, harder to play, and downright impossible to win.

...

I mean, what's not to like?

Haekel

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Re: Urist and the Imaginary Beehive
« Reply #1 on: March 08, 2012, 04:38:42 pm »

There is a bug that, whenever a natural beehive despawns while a task is attached, causes the dwarf to walk to it's previous location, trying to gather the nonexistant beehive.  They will just stand there until they need to eat/drink, then return to the fort.   You can restart his job by deconstructing the artificial hive causing the lost job.

Have you tried using burrows? Because I haven't yet, and I'm wondering if that helps.
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wierd

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Re: Urist and the Imaginary Beehive
« Reply #2 on: March 08, 2012, 04:43:03 pm »

This is a known bug that I am intimately familiar with.

Here is a pita workaround:

On the hives that currently lack colonies installed, go into the q menu for them, and change their workshop preferences to "don't install a colony"

Unpause the game, wait about four ticks, then go into ONE of them, and reenable installation.  The sources of live bees will be re-evaluated, and urist will stop taking a union staff break.

You have to do this one hive at a time.

The reason is quite simple.  When the hives are constructed, they default to wanting a colony installed. So, the game seeks the nearest colony, and allocates that colony to the job. The problem is that it doesn't lock that colony for that task, so other hives that are constructed while the game is paused will also allocate that same hive.  Only one of them can get the bees.

I reported this bug last version.
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